2013-08-08 00:07:22 +00:00
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/// <reference path="../../Game.ts" />
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/// <reference path="../../gameobjects/Sprite.ts" />
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/// <reference path="../../cameras/Camera.ts" />
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module Phaser.Renderer.Canvas {
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export class TilemapRenderer {
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constructor(game: Phaser.Game) {
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this.game = game;
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}
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/**
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* The essential reference to the main game object
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*/
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public game: Phaser.Game;
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// Local rendering related temp vars to help avoid gc spikes through constant var creation
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private _ga: number = 1;
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private _dx: number = 0;
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private _dy: number = 0;
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private _dw: number = 0;
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private _dh: number = 0;
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private _tx: number = 0;
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private _ty: number = 0;
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2013-08-08 05:29:21 +00:00
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private _tl: number = 0;
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2013-08-08 00:07:22 +00:00
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private _maxX: number = 0;
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private _maxY: number = 0;
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private _startX: number = 0;
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private _startY: number = 0;
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private _columnData;
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/**
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* Render a tilemap to a specific camera.
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* @param camera {Camera} The camera this tilemap will be rendered to.
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*/
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public render(camera: Camera, tilemap: Tilemap): bool {
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// Loop through the layers
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2013-08-08 05:29:21 +00:00
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this._tl = tilemap.layers.length;
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for (var i = 0; i < this._tl; i++)
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{
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if (tilemap.layers[i].visible == false || tilemap.layers[i].alpha < 0.1)
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2013-08-08 00:07:22 +00:00
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{
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continue;
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}
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2013-08-08 05:29:21 +00:00
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var layer: TilemapLayer = tilemap.layers[i];
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2013-08-08 00:07:22 +00:00
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// Work out how many tiles we can fit into our camera and round it up for the edges
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this._maxX = this.game.math.ceil(camera.width / layer.tileWidth) + 1;
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this._maxY = this.game.math.ceil(camera.height / layer.tileHeight) + 1;
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// And now work out where in the tilemap the camera actually is
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this._startX = this.game.math.floor(camera.worldView.x / layer.tileWidth);
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this._startY = this.game.math.floor(camera.worldView.y / layer.tileHeight);
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// Tilemap bounds check
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if (this._startX < 0)
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{
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this._startX = 0;
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}
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if (this._startY < 0)
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{
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this._startY = 0;
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}
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if (this._maxX > layer.widthInTiles)
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{
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this._maxX = layer.widthInTiles;
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}
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if (this._maxY > layer.heightInTiles)
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{
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this._maxY = layer.heightInTiles;
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}
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if (this._startX + this._maxX > layer.widthInTiles)
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{
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this._startX = layer.widthInTiles - this._maxX;
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}
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if (this._startY + this._maxY > layer.heightInTiles)
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{
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this._startY = layer.heightInTiles - this._maxY;
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}
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// Finally get the offset to avoid the blocky movement
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//this._dx = (camera.screenView.x * layer.transform.scrollFactor.x) - (camera.worldView.x * layer.transform.scrollFactor.x);
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//this._dy = (camera.screenView.y * layer.transform.scrollFactor.y) - (camera.worldView.y * layer.transform.scrollFactor.y);
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//this._dx = (camera.screenView.x * this.scrollFactor.x) + this.x - (camera.worldView.x * this.scrollFactor.x);
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//this._dy = (camera.screenView.y * this.scrollFactor.y) + this.y - (camera.worldView.y * this.scrollFactor.y);
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this._dx = 0;
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this._dy = 0;
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this._dx += -(camera.worldView.x - (this._startX * layer.tileWidth));
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this._dy += -(camera.worldView.y - (this._startY * layer.tileHeight));
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this._tx = this._dx;
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this._ty = this._dy;
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// Alpha
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if (layer.texture.alpha !== 1)
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{
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this._ga = layer.texture.context.globalAlpha;
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layer.texture.context.globalAlpha = layer.texture.alpha;
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}
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for (var row = this._startY; row < this._startY + this._maxY; row++)
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{
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this._columnData = layer.mapData[row];
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for (var tile = this._startX; tile < this._startX + this._maxX; tile++)
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{
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if (layer.tileOffsets[this._columnData[tile]])
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{
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layer.texture.context.drawImage(
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layer.texture.texture,
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layer.tileOffsets[this._columnData[tile]].x,
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layer.tileOffsets[this._columnData[tile]].y,
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layer.tileWidth,
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layer.tileHeight,
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this._tx,
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this._ty,
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layer.tileWidth,
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layer.tileHeight
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);
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}
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this._tx += layer.tileWidth;
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}
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this._tx = this._dx;
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this._ty += layer.tileHeight;
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}
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if (this._ga > -1)
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{
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layer.texture.context.globalAlpha = this._ga;
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}
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}
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return true;
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}
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}
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}
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